![]() ![]() The study results confirm that social media content can increase fear of missing out (FOMO), encouraging consumers to make purchases. Data approach collected from 231 sample people, then processed with Structural Equation Modeling using AMOS 23 through Confirmatory Factor Analysis and Model Fit Testing. Based on Self-Determination Theory (SDT), in this study, we examined how motivation arises in the form of fear if left behind or not involved in an excellent condition when consuming a product-through quantitative. How the information is received is then processed as a helpful reference in deciding the purchase is always an exciting thing to discuss. The influence of social media in providing the information is undeniable in the current era. Our model explained 40% of continued playing intention, indicating the practical significance of identifying a target audience and fostering their continued playing intention. Our model contributes to the video game literature by identifying those who are likely to engage in game escapism. Gamer anxiety positively moderates the link between competence frustration and game escapism, but negatively moderates the link between autonomy frustration and game escapism. Game escapism is a mediator in the link between real-world frustration and continued playing intention. We found that only autonomy frustration and competence frustration are related to game escapism and further to continued playing intention. We collected responses from 1,785 online gamers to empirically test our research model. We theorize how types of real-world frustration-namely autonomy frustration, competence frustration, and relatedness frustration-drive game escapism, fostering continued playing intention. Research filling this gap will provide game makers with knowledge on ways to attract gamers and foster continued playing intention, motivating our study. Past research has identified some positive impacts of game escapism, but has not explored what drives gamers to escape into games. Our findings offer a new insight to game makers that suggests they should focus on motivating gamers' competitive engagement. Our study uniquely introduces three novel elements of competitive engagement namely, strategic, offensive, and defensive engagement-into the online gaming domain. Satisfaction of all needs is positively related to online gamer loyalty and game usage. ![]() Defensive engagement is positively related to relatedness need satisfaction. Offensive engagement is positively related to competence and autonomy need satisfaction. Our analytical results indicate that strategic engagement is positively related to competence need satisfaction. We collected data from 1543 online gamers and used structural equation modeling to test the model. Our research aim is to theorize the contextual features of online games, namely, competitive engagement, and build a theoretical model to explain how competitive engagement satisfies online gamers' needs and increases their game usage. ![]() This lack of knowledge prevents game makers from properly designing in-game competition functions. However, little is known about how competitive engagement satisfies gamer needs and builds their loyalty and game usage. Online games are popular digital technologies that enable gamers to engage in competitive play. ![]()
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